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Drunken DM (Order #38728383)

The 2019 Gongfarmer’s Almanac:


A Dungeon Crawl Classics RPG Zine
Written, Illustrated, Edited and Produced by
the DCC RPG Communities

MONSTERS & ARTIFACTS


VOLUME 10 OF FOURTEEN BOOKLETS

This product is based on the Dungeon Crawl Classics Role Playing Game, published by Good-
man Games. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games. All
rights reserved. For additional information, contact info@goodman-games.com.

Each article, art & associated material, belongs to their respective artists & authors. If you
would like to include, copy or use a derivative of the work, please contact the original creator.
For updates and other titles, please visit www.gongfarmersalmanac.com

Drunken DM (Order #38728383)


Table of Contents
Volume 1: DCC Survive the Funnel #1
The Gig at the Wizards Tower (Level 0) ........................................... 5

Volume 2: DCC Survive the Funnel #2


12,000 to 0 (Level 0).......................................................................... 5
Cavern of the Cannibal Crone (Level 0) ......................................... 20
The Void Corpse of Amann Uur (Level 0)....................................... 41

Volume 3: DCC Level Up


The Heist for the Royal Jewels II (Level 1) ...................................... 5
Spoils of Temptation (Level 2) ....................................................... 19
Sun Smith’s Forge (Level 3) ........................................................... 31

Volume 4: MCC Apocalypse Drop!


The Desert Gardens (Level 0)............................................................ 5
Life Finds A Way (Level 0) ............................................................. 20
Haxors.............................................................................................. 29
Computer Programs in DCC RPG .................................................. 31
Technological Mishaps.................................................................... 32
Malicious Code................................................................................ 38
Exploit.............................................................................................. 44
Quarantine........................................................................................ 48

Volume 5: Dark Trails Bonanza! #1


A Dark Trails Primer: Funnel Quickstart........................................... 5
Emergent Class Abilities for Dark Trails......................................... 14
Picnic Among the Pines on the Rocky Mountain
Stage Line (Dark Trails Funnel, Level 0).................................... 21
The Demon Hills (Dark Trails, Level 1-2)....................................... 34
Dark Trails Character Sheet............................................................. 55

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Volume 6: Dark Trails Bonanza! #2
Dark Trails Carousing........................................................................ 5
The Trickster (Coyote, Fox) (Patron)................................................11
Mike Fink (Patron)........................................................................... 16
Dark Trails Creatures (Monsters)..................................................... 21
Dark Trails Character Sheet............................................................. 35

Volume 7: Third Party Special


The Handoff (Bronx Beasts Funnel, Level 0).................................... 5
Wrath of a Dead God (TCC Funnel, Level 0).................................. 20

Volume 8: DCC Patrons & Deities


The Great Ak...................................................................................... 5
Aslan ............................................................................................... 12
Erhyta............................................................................................... 16
Lady of Shadows.............................................................................. 23
Baba Jędza....................................................................................... 29
Midwinter’s Maker.......................................................................... 35
On the Altar of Neutrality................................................................ 46

Volume 9: Monster Mash


Beastomatic........................................................................................ 5

Volume 10: Monsters & Artifacts


The Skin Thieves (Monsters)............................................................ 5
The Digit Demon a.k.a. “Ladyfingers” (Monsters).......................... 15
Gadgols (Monsters).......................................................................... 18
Fossil Anomalies (Monsters)........................................................... 19
The Blood Stone.............................................................................. 27
The Head of Aharise........................................................................ 31
Five Antediluvian Artefacts............................................................. 38

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Volume 11: Classes & NPCs
The Anti-Cleric (Character Class)..................................................... 5
The Cambion (Character Class)....................................................... 10
Children of the Wild (Character Class)............................................ 14
Godling (Character Class)................................................................ 18
Fater (Character Class).................................................................... 22
Hirelings!......................................................................................... 27
Henchmen, Hirelings, Allies & Adversaries.................................... 35

Volume 12: You be the Judge #1 (Rules & Tables)


The Known Realms Hexcrawl Starter............................................... 5
Making an Effort.............................................................................. 40
Legacy Points - XP for Players........................................................ 41
Twist of Fate.................................................................................... 44
Big Ol’ List o’ Gonzotronic Professions.......................................... 46

Volume 13: You be the Judge #2 (Rules & Tables)


Are you entertained!.......................................................................... 5
Prayer Burn, Blood Magic................................................................. 8
Meanwhile - A Narrative Downtime Subsystem............................. 23
Seek the Hag in the Woods.............................................................. 39
DCC Classless.................................................................................. 49

Volume 14: 2019 Master ‘Zine Index


DCC RPG Master ‘Zine Index........................................................... 5

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The Skin Thieves
By Michael Flaherty

Artwork by Clayton Williams

Imagine an ordinary day in a mundane village. The merchants sell


their wares; the laborers toil. The villagers go about their lives
just as they would any other day. As of late, for some inexplicable
reason, something seems a bit off. Outwardly, everyone appears
entirely normal, but there is something different – something wrong.
The usually jovial miller is strangely apathetic. The typically stoic
stonemason expresses a peculiar whimsy. The children stare vacant-
ly at nothing in particular.

If only this were merely a trick played by a mind wrought with


tedium and fatigue. The truth is far more insidious. Within each of
these simple folk, a horrible metamorphosis is occurring – a change
initiated by the invasion of creatures with inconceivable physiology
and unknowable origin. These creatures displace their hosts both
physically and psychologically without their victims ever realizing
it. They are called the kleptorms. They are the skin thieves.

No one can be certain from where the kleptorms came. Some be-
lieve they descended from the firmament with the dust of a falling
star, for surely such an abomination could not derive from this
world. Others think that the kleptorms were buried deep within the
bedrock, trapped, only to be inadvertently unearthed by overambi-
tious dwarven miners. Dwarven refugees recount oozing tendrils
squirming through crevices and the gradual but certain decline of
their compatriots.

What is known about the kleptorms is mostly conjecture. The fol-


lowing pages detail the three main stages of their life cycle and the
effect a kleptorm’s growth has on its host.

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NASCENT STAGE
Kleptorm (nascent): Init -5; Atk touch +3 melee (paralysis); AC
11; HD 4d6+2; MV 20’, swim 30’; Act 1d20; SP immune to non-
area attacks, paralysis (DC 16 Fort, duration 1d8 hours); SV Fort
+3, Ref -2, Will Immune; AL C.

In their earliest stage, kleptorms proliferate in calm, tepid waters as


colonies of interdependent, microscopic individuals. Such a colony
appears as a liquid. Their presence tints the water with an almost
metallic sheen. This can easily be mistaken for the shimmering
of natural light, or an iridescent algal bloom. Because of this, as
well as their ability to move silently through water, swimmers or
travelers through such areas may not realize their peril until it is too
late. Fortunately for those likely to come across one, a colony does
not seek out victims. Most often, a colony simply lies in wait for a
victim to succumb to its camouflage.

A kleptorm’s touch overstimulates the body, shutting it down for


hours. With its victim incapacitated, the kleptorm slinks across the
body until it locates and enters an orifice (most often the nose or
mouth, as it senses the heat and moisture of the victim’s breath and
saliva).

Colonies have no standard size. One could be large enough to fill


much of a pond, or compact enough to fit in a large puddle. Colonies
are indicative of other variant kleptorm forms, with larger colonies
providing evidence of more populations or physically massive
individuals.

A strike from a conventional weapon has no noticeable effect


because of the kleptorm’s liquid form. Due to its incomprehensible
alien intellect, it is immune to all effects that provoke a Will save.

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METAMORPHIC STAGE

Infected peasant*: Init -2; Atk club +1 melee (1d4+1); AC 9; HD


1d4; MV 30’; Act 1d20; SV Fort +1, Ref -2, Will -4; AL C.

Kleptorm (premature): Init +0; Atk tentacle +4 (1d4+1 plus pa-


ralysis); AC 13; HD 5d6+3; MV 30’; Act 1d20; SP infect, paralysis
(DC 12 Fort, duration 1d4 hours); SV Fort +4, Ref +0, Will Im-
mune; AL C.

* This is the stat-block for the peasant from Page 434 of the DCC
RPG rulebook with alterations to the attack and damage modifiers,
Fort save, and Will save. It is only meant as one example. To quickly
create any type of infected NPC from a preexisting template, add
2 to attack, damage, and Fort save, and subtract 3 from Will save.
Leave all other stats unaltered.

Once the kleptorm successfully integrates itself into the host, it com-
mences a terrible transformation. The colony spreads throughout the
body and replaces the host’s original cells. Eventually, all cellular
tissue beneath the host’s epidermis will transform into the kleptorm.
Only the outer layer of skin will remain as it was. The entire process
takes less than a month to complete.

At first, there is no apparent outward change. The infected host’s


physique and countenance are unaltered. However, the host will also
begin to display certain idiosyncrasies that have never manifested
before. These will only be subtle quirks initially. Throughout the
coming weeks the host’s personality deteriorates. Accompanying
this is a bizarre sensation similar to malaise, except accompanied by
an increase in strength rather than weakness.

As the parasite continues to replace its host, signs of an underlying


problem become precipitously apparent. The host’s eyes, mouth,
and nails display a glossy discoloration. They will drool metallic
slime and weep tears of the same sheen. After three weeks, the
host’s personality is completely broken down as motivation, empa-
thy, emotion, and even speech are lost. The baleful presence within
begins to cause increasingly grotesque mutations (consult tables 5-3,
5-4, and 5-5 in the DCC RPG rulebook concerning corruption for

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inspiration), at which point the victim’s condition can no longer be
downplayed.

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Premature Emergence

A kleptorm inhabiting a host requires sufficient time to develop


into its final form. It will make no effort to present itself during its
incubation period. If attacked by a lesser foe, the infected host will
aggressively attack the assailant. The kleptorm will flee anything
likely to inflict serious harm. An infected host will never fight at a
disadvantage.

If a host does experience grievous bodily injury or death, the


parasite will have no recourse but to prematurely emerge. A
kleptorm that has not completed its development cycle will have
an appearance similar to a tangled mass of metallic seaweed
dripping with blood, bile, and any other bodily fluids it had not yet
assimilated. In this state, it will be unable to survive for long. Its
only hope is to begin the kleptorm life cycle anew, presumably with
whatever defeated the last host.

The tentacle attack of a premature kleptorm is not particularly


strong, but is still capable of inducing paralysis. The paralyzing
capability is not as potent as a kleptorm in its nascent stage. Those
that succumb to its paralyzing touch are susceptible to infection.
The round following paralysis, the kleptorm drapes itself over its
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victim and unleashes countless squirming tendrils that wriggle into
its soon-to-be new host’s exposed orifices.

Due to its incomprehensible alien intellect, a kleptorm is immune to


all effects that provoke a Will save. If not slain in battle, a premature
kleptorm will perish naturally within 18 hours without a host.

MATURE STAGE
Kleptorm (mature): Init +2; Atk 2 tentacles +8 melee (1d6+2 plus
entangle) or proboscis +6 melee (1d8+2 plus poison); AC 17; HD
8d8+3; MV 30’; Act 1d20; SP infect, entangle (DC 16 Strength
check to break free), poison (DC 17 Fort or 1d4 Strength + 1 Agili-
ty); SV Fort +6, Ref +3, Will Immune; AL C.

Once the developing kleptorm has transformed all of the host’s tis-
sue into its own, it is ready to emerge, much like a butterfly from a
chrysalis, but far more ghastly. When the time is right, the kleptorm
finds a dimly-lit, secluded location (preferably underground). Once
at the nearest suitable place, the host’s eyeballs burst from its head,
and a tangled, glossy mass of jumbled tentacles and ganglia oozes
free from the vacant sockets. Once free, the fully-matured kleptorm
seeks out the nearest subterranean water source. The thin outer layer
of skin left behind crumples to the ground like a discarded waist-
coat.

A mature kleptorm’s primary objective is furthering the proliferation


of its abhorrent species by supplanting any and all others. The most
expeditious way to accomplish this is to imbue the water table with
its bodily secretions, where new colonies of nascent kleptorms are
found.

If pressed into a combat situation, a kleptorm of this stage will at-


tempt to ensnare an opponent in its tentacles. This happens automat-
ically if it connects with both tentacle attacks on one character the
same round. Unlike with two-weapon fighting (as described on page
95 of the DCC RPG rulebook), both tentacle attacks are made with a
d20 roll. A kleptorm has no primary or off “hand.”

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Once the monster has grasped its prey, it grows a sharp, needle-like
proboscis to inject paralyzing toxins. Repeated injections provide
repeated doses with cumulative effect. Once the captured victim
is weakened to the point they can offer no resistance, the kleptorm
either infects them, or simply devours them if they are deemed an
unfit host.

As before, the kleptorm is invulnerable to any action that calls for a


Will save.

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In Regard to Infection of Player Characters
In combating kleptorms in any of their forms, the likelihood is high
that a character will be exposed to infection. The following are some
guidelines to keep in mind when dealing with this integral aspect of
kleptorm behavior in regard to the players’ characters:

• The nascent kleptorm’s +3 attack bonus only applies in a


combat situation. A character that unknowingly steps on, swims
into, or otherwise touches the kleptorm liquid is automatically
hit and must succeed at its Fort save or be paralyzed.

• At the judge’s discretion, an Intelligence check to spot kleptorm


liquid, or a Luck check to avoid accidentally touching it may be
made.

• If a player fails their Fort save against paralysis, their character


is already infected the following round. Since the kleptorm
liquid can move 20’ on land, it can easily reach the character’s
nose and mouth in less than 10 seconds. If another character
attacks the liquid, they also attack the paralyzed character.

• Once infected, all hope is not lost – for a while. Each day
following infection, the player may make a Fort save as their
character’s body attempts to combat the malignant being inside.
The DC for the Fort save is 11+1 for each day following initial
infection. During this intermittent window, the character can
be cured, but only through a cleric’s divine aid (DC 19 spell
check). Once a player fails the daily Fort save, the character’s
body is no longer able to hold off the kleptorm, which quickly
begins to take over. For all intents and purposes, this character
is considered dead from a player’s standpoint, as the character’s
mind and body are no longer theirs to control.

• If the judge opts to turn a character lost to infection into an


NPC (which could offer an intriguing adventure hook or plot
device), refer to the section above on metamorphic kleptorms
for stat alterations and ideas about how to role-play an infected
character.

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SKIN HUSK
Skin husk: Init +1; Atk draining touch +2 melee (1d4 Personality);
AC 12; HD 4d6; MV 30’; Act 1d20; SP mind purge (1/day; +5
spell check), immune to mind-affecting spells, un-dead traits, death
throes; SV Fort +0, Ref +1, Will -3; AL C.

The nightmare for the kleptorm’s victim does not end when their
skin hits the ground. As the creature has no further need of the skin
it had been wearing during its transformation, it takes no heed of
what becomes of its living cocoon’s tattered remains. The takeover
of the parasite, though, permeates the skin with a residual malign
energy, causing it to reanimate within 1d30 hours of the kleptorm’s
emergence. The husk is literally that – a walking outer layer of
skin. Its empty eye sockets have been widened and torn due to the
kleptorm. Peering into them would reveal the interior of the husk to
be hollow.

As creatures recalled to life by malevolence, skin husks are


considered un-dead, and are therefore susceptible to a cleric’s turn
unholy ability. When defeated, the remnant dark power that created
them is let loose with a disorienting flash of light and a burst of
necrotic ash extending outward a 30’ radius. The ash affects any
living thing it touches. Vegetation becomes blighted. Flesh begins
to rot and fall off. Characters must succeed at a DC 13 Fort save or
lose 1d4 hp every hour as their bodies decay. Only magical healing
can stop this process.

Skin husks are mindless, and are therefore invulnerable to any


spell that affects the mind. They do have a will, but it is not their
own. Rather, theirs is inexorably linked to the kleptorms that
inadvertently created them, and they seek to annihilate the will of
any sentient creature not in servitude to their unknowing lords. Such
is their devotion that they will purposely venture to areas tainted by
the nascent kleptorm liquid and collect it, then feed the kleptorm
to those whose minds they’ve obliterated. Rumors abound of vast
subterranean vaults lined with the spiritless bodies of kleptorm
hosts, presided over by vacant, hollow men.

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Digit Demon

by Zach Starkey

Artwork by Dan Domme

“I heard the folk of Willow Bend had been on edge for days since
the miller’s wife was spotted with a bloody bandage covering three
missing fingers. When asked of her injury, she coolly explained
she had an accident while chopping vegetables. I asked a crone
at the edge of town about her story. She just smiled and scoffed at
the ‘obvious lie’. She then warned our merchant caravan that the
Digit Demon had been summoned, and it would be best to finish our
business and be on our way. After learning of the creature’s nature,
I took her warning to heart and immediately departed. On my way
out of town, I overhead folks gossiping about this tormenting demon
and the miller’s wife. They were still trying to work out who could
have so riled the lovely youth to summon the creature, and who
could be the target of her ire. I wasn’t sticking around to find out.”

-From the travel diary of Tomlin Hash

Digit Demon: Init +4; Atk Fingernail Slash +6 melee (1d8+5) or


Finger Fling +4 missile fire (1d6+3), range 40’; AC 14; HD 6d8+8;
hp 32; MV 40’, fly 20’; Act 2d20; SP Shapeshift; SV Fort +4, Ref
+6, Will +4; AL C.

Born of intense jealousy, hatred, and malice, the Digit Demon is an


assassin called upon by spurned lovers, resentful wizards, and any
who seek the ultimate resolution to a personal grievance. It is a
grotesque assemblage of the severed, sacrificed fingers of those im-
ploring its aid. This anthropoid stands at around three feet tall, and
though being eyeless, it perceives the world perfectly within 120’.
Despite being removed from their original hosts, its scores of grimy
fingers continuously grow unnaturally straight fingernails. These
provide the Digit Demon with an array of razor-sharp weapons. Its
arms are tipped with dagger-length fingernails, used to rend and flay
its targets (Fingernail Slash, melee +6, 1d8+5 dmg). On a critical
melee strike, the target’s skin is completely torn away around the hit

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area, dealing an extra 1d6 dmg. The creature also strikes at range
by throwing one of its sharply adorned digits at great speed (Finger
Fling, missile fire +4, 1d6+3 dmg). On a critical ranged strike, the
finger dagger impales the target, pinning it in place for one round
and dealing an extra 1d4 dmg.

The Digit Demon is summoned to strike a single target of the sum-


moner’s choice, usually tormenting the victim before delivering the
finishing blow. It prefers stealthy strikes to open combat, and will
flee before combat begins if discovered by a superior opponent. To
avoid detection and to infiltrate structures, the Digit Demon can
Shapeshift by sliding its fingers into new positions. This allows it
to slip through small spaces (no less than the width of a finger) and
reassemble on the other side. The demon’s oldest fingernails have
grown to over two feet in length and form crude wings when ar-
rayed on its back. These are ideal for flying short distances through
forest canopies and urban rooftops to better stalk its prey.

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RINGS
Many of the summoners’ sacrificed fingers hold rings of significance
and sentimental value. If a party manages to corner and slay the
Digit Demon, their reward will be a bounty of rings of various
quality and origin. The Digit Demon is likely to have 5d7 rings
scattered throughout its form. Judges are encouraged to introduce a
cursed ring or two for the party’s trouble.

ENCOUNTER SEEDS FOR THE DIGIT


DEMON
You do not find the Digit Demon; it finds you.

• While traveling through a village, a beautiful maiden rushes


up to the party. In a frenzy she begs the group to protect her
from some demon that has been summoned to torment her over
false accusations of adultery.. The party can try to intercept and
defeat the creature or find out who summoned the creature and
attempt to reverse the summoning.

• The party has enraged a fledgling wizard who is too weak to


take them on directly. He thinks he can take them on if he thins
their numbers with the help of the demonic assassin.

• A member of the party has offended a powerful or desperate


lover. Perhaps this party member (you know the one) was
overly amorous just prior to skipping town or made pillow
promises they never kept. Whatever the case may be, this
character is now the target of a Digit Demon.

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Gadgols

Writing and Artwork by SGT Dave

Gadgols are evil flying vermin native to the rocky mountainous


caves bordering the dark forest of Ethop. Gadgols take great joy in
smashing against tree trunks. Their poison wounds trees and vegeta-
tion until the plant life droops and dies. Their secretions are toxic to
all flora, including items made of wood or vegetation.

The size of a small bat, these inky black beasts travel in swarms of
20-200. A gadgol resembles a formless, oozing void carried through
the air on a pair of jagged, leathery wings. They are all but extinct
from the Forest of Burzee, or any other land under the protection of
wood nymphs.

Gadgols are deathly afraid of wood nymphs and flee at the sight
of them. However, the lands where the machinations of man have
chased away the nymphs are ripe for the gadgol’s poisonous touch.

Secretions may be milked as a corrosive against vegetation. Due to


their small size, only a few (1d4) drops can be squeezed from each
individual Gadgols. causing 1d4 acid dmg to vegetation per drop.

Gadgol: Init +4; Atk charge +4 melee (1 pt. plus special); AC 15;
HD 1d3; MV 40’ flying; Act 1d20; SP tree killer (automatic 1d4
acid dmg to all vegetation, trees, plants, crops, even hemp and wood
items); SV Fort +2, Ref +4, Will -3; AL C.

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Fossil Anomalies
By Ian Zebarah Shears

Artwork by Colin Mills

Below is a bestiary of bizarre animals from Earth’s ancient seas


replete with special abilities to catch your players by surprise for
your DCC RPG and MCC RPG games. Although historically some
of these animals were smaller in size, the creatures provided here
are scaled up “giant” versions, reaching the size of an adult human,
or larger. Each creature entry presents paleontological information
for chronological context of just how long ago these oddities existed
and information for how they may be incorporated into adventures.
Most would fit well in any aquatic adventure and blend seamlessly
into the Cretasus campaign setting detailed in the setting conversion
“Dinosaur Crawl Classics” found in the Goodman Games 2017
GenCon Program Guide. Of course, judges are always encouraged
to use their imaginations, tweaking these creations to their needs;
perhaps un-dead versions lurk in the trenches deep below the
known seas or mad wizards have created giant, seafaring vessels in
the likeness of these monsters?

Anamolocaris: Init +5; Atk chomp +7 melee (2d6+3); AC 16; HD


5d8; MV swim 60’; Act 1d24; SP infravision 100’, stealth predator,
schizocroal eyes; SV Fort +5, Ref +3, Will +2; AL N.

Terror of the Cambrian Period seas


(551 mya), this “abnormal shrimp”
silently trails behind its intended
prey, using its large eyes to track
it from afar. This giant variety
is especially fond of humanoids
who stray into its territory while
pearl diving, where it approaches
from behind and sucks them into
its weirdly shaped maw. It has
also been known to leap out of the
water, knocking late night dock
workers into the sea.
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Anamolocaris gain +1 on stealth checks while swimming silently
to ambush unsuspecting characters and on any perception checks.
Because of its oversized, multifaceted eyes, this killer shrimp can
see in utter darkness. However, it is susceptible to being blinded by
certain spells and very bright lights (-1 penalty to attacks in bright
lights).

Deinosuchus: Init -2; Atk bite +10 melee (2d6+5); AC 16; HD


12d8+3; MV 50’; Act 2d20; SP fury, swallow whole; SV Fort +6,
Ref -2, Will +2; AL N.

This monstrous crocodile thrived


during the late Cretaceous Period
(80-73 mya). This creature reaches
lengths of 35’ in length and is
found along coastal seaways,
laying in wait along the water’s
edge for anything edible.

Not used to being attacked, a


deinosuchus will become enraged
once struck for damage. It will
focus its attacks against a creature that deals the most damage to it
each turn. If its subsequent bite attack hits the creature that wounded
it, the creature is gripped by its massive teeth. On the following turn,
as it jaws begin to compress forcefully (the grappled target takes an
additional 1d6 damage automatically unless it escapes), the target
must make a Ref save to avoid being cast into the monster’s mouth
and swallowed, taking 4d6 damage each successive turn until they
are able to cut themselves free by inflicting 20 points of damage to
the stomach (AC 10).

Diplocaulus: Init +2; Atk bite +4


melee (1d8+3); AC 12; HD 2d8+4;
MV 20’ or swim 30’; Act 1d20; SP
mud spray; SV Fort +2, Ref +2,
Will -1; AL N.

One of the best-known early


amphibians from the late
Carboniferous up to the late
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Permian Period (306-255 mya) diplocaulus is recognized instantly
by its boomerang shaped head and lizard shaped body. It prefers to
hide in mud, quicksand, or bogs and spit a stream of superheated
mud at its prey, which deals 4d6 damage to prey failing a DC 12
Fort save.

Dunkleosteus: Init -1; Atk tremendous bite +12 melee (1d16+7);


AC 24; HD 7d8+6; MV swim 20’; Act 1d20; SP armor killer; SV
Fort +10, Ref -2, Will +3; AL N.

A giant, armored fish covered in


thick bony plates that was prolific
during the Devonian Period (358
mya), it is truly an example of
evolutionary adaptation to win the
arms race. Its mouth sports a set
of bladed teeth that act like a set
of tin snips when encountering
armored prey.

Anyone wearing armor bitten by a dunkleosteus has their armor’s


effectiveness impaired. The AC bonus of their armor is permanently
lowered by 2; this reduction does not affect the armor’s fumble die
and is a cumulative effect. A piece of armor which has its bonus
dropped to an AC bonus +0 or below is considered utterly ruined
until repaired in some way (either by the mending spell or by an
armorer).

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Edestus: Init +3 Atk bite +12 melee (1d14+6); AC 14; HD 10d8;
MV swim 40’; Act 1d24; SP extend maw; SV Fort +6, Ref -3 Will
+3; AL N.

An early shark that reigned from the late Devonian Period up to


late Carboniferous Period (407-300 mya). What sets this beast apart
from standard sharks is that its maw is shaped like a pair of pinking
shears. It is capable of extending its mouth up to 10’ catching
unwary prey by surprise.

Edestus are known to shear through the hulls of wood vessels to


feed themselves. It is fortunate that their flesh is soft and rubbery,
making them relatively easy to drive off with harpoons.

Eurypterid: Init +3; Atk claws +3 melee (1d6+2) or stinger +5


missile fire (1d12+4 plus paralysis); AC 20; HD 7d8+4; MV 30’ or
swim 40’; Act 3d20; SP stinger; SV Fort +8, Ref +2, Will +2; AL N.

Commonly known as “sea scorpions”, the eurypterids first appeared


during the Ordovician Period and went extinct during the mass
extinction event at the end of the Permian Period (467-251 mya),
jokingly known as “the big die” as 90% of animals went extinct at
this time.

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This giant arthropod is roughly 8’ in length and is known to climb
out of the water for short periods to snag prey along beaches and
shallows. This creature can be found lurking around shipwrecks
and docked fishing vessels, waiting eagerly to snatch unwary
adventurers!

Sea scorpions prefer to focus all their attacks on one target. Each
round, they may attack twice with their claws; additionally, if both
claws hit, they get a free stab with their venomous tail stinger (the
victim must make a DC 17 Fort save to avoid becoming paralyzed
for 1d5 turns).

Giant Orthocone: Init+5; Atk tentacle +5 melee (1d10) or bite +8


melee (2d8+3) ; AC 20; HD 20d8; MV swim 60’; Act 10d20; SP
suckers; SV Fort +8, Ref +0 Will +0; AL N.

The giant Orthocone was a predatory ammonoid cephalopod with a


long, elongated cone shaped shell found during the late Ordovician
Period up to the early Silurian Period (470-440 mya). Reaching
lengths of 36’ from edge of tentacles to the rear tip of its cone, this
shelled squid is a voracious carnivore. It can direct each tentacle to
attack a separate target.
A tentacle latches on to
its prey after it hits; those
struck are grabbed and will
be dragged to the mouth
of the creature within 2
turns. This is the only way
the giant orthocone may
target a target with its bite.
A suctioned target must
make a DC 18 Str check to
tear the tentacle off.

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Opabinia (1d3+2 in a group): Init +2; Atk bite +3 melee (1d8+5
plus grapple); AC 12; HD 2d8+3; MV swim 30’; Act 1d20; SP snab;
SV Fort +2, Ref -2, Will +0; AL N.

Opabinia is a weird, weird


animal. It existed during the
middle Cambrian Period (505
mya). What separates this
creature from most sea monsters
is that it has a long proboscis
ending in a dangerous claw
that is used to pluck prey off of
low boats and from beaches.
A character hit by its bite must
make a Ref save with a DC equal
to the opabinia’s attack roll.
Failure means the opabinia has
“snabbed” the target and each
round thereafter grapples the
same target for an automatic 1d5
points of damage.

Opabinia are known to prefer salty and sweet junk food and will
happily collect it from PCs that are carrying it, leaving them
unharmed after finding the treats (they drop the grapple in favor of
leaving to eat the sweets) but with less food for the road.
In the MCC RPG, Opabinia Manimals have been found in
communities along the coastlines of heavily irradiated areas.
Opabinia manimals have a cluster of 5 eyes in the center of their
face, and a proboscis ending in a claw where the mouth would be.
Their actual mouth is located beneath their chin. Opabinia Manimal
PCs gain a +1 bonus to foraging-related rolls in shoals and along
beaches.

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Trilobite Swarm: Init+6; Atk swarming bite +2 melee (5 plus
venom); AC 12; HD 4d8; MV swim 40’; Act special; SP bite all
within 20’ x 20’ space, half damage from non-area attacks, venom;
SV Fort +0, Ref +10, Will -2; AL N.

Trilobites are well known through the fossil record, existing from
the Cambrian Period up until the Permian Period mass extinction
event (521-251 mya). These armored arthropods are scavengers and
mainly subsist on anything they find on the seafloor. Something has
riled them up and in this state they can strip flesh in seconds. This
swarm consists of several different species of trilobite, occupies
a 20’ X 20’ space and inflicts its bite damage automatically each
round to every creature within that space. Any creature bitten must
make a Fort save or lose 1d3 Stamina from their deadly venom.
Swarms take half damage from any attack that is not an area effect
(i.e., swinging a sword is not nearly as effective as launching a
fireball into the swarm).

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Wiwaxia: Init +0; Atk needles +2 missile fire (1d8, range 20’);
AC18; HD 1d8+3; MV 10’; Act 1d20; SP needles, yea gods!, the
needles; SV Fort +2, Ref -2, Will +0; AL N.

Wiwaxia appeared during the


Cambrian Period (520 mya)
and look a lot like modern
chitons, a group of soft bodied
mollusks roughly elliptical in
shape. The difference is that
wiwaxia are covered in a sheath
of large, dangerous spines. This
giant variety, likely through
magical tampering or radioactive
exposure, are capable of firing
these needles in all directions simultaneously, showering all threats
within a 30’ radius (a successful DC 15 Ref avoids any damage).
Anyone striking a wiwaxia in melee must also make the same save
to avoid being impaled.

Considered a delicacy in some coastal regions, these animals fetch


a premium price by discerning gastro-enthusiast clients. The texture
is described as smooth, yet crunchy, and the flavor mild, with
complements of coconuts and ginger. There are even rumors of
aquatic elves raising them as livestock.

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Antediluvian empires crafted legendary artifacts that enabled them
to communicate over incredible distances through twisted magics
and blood sacrifices. Wizards used them to spy on their rivals, gen-
erals could command their troops from the safety of their castle, and
kings used them to rule. The Bloodstone is one such artifact, likely
the last of its kind. When inert, The Bloodstone resembles a fortune
teller’s crystal ball with a dark red mist swirling within. The Blood-
stone floats when placed in a pool of water. If three drops of blood
from the same being are then dropped into the water, the mists will
clear, potentially showing the user a glimpse of their target. Roll a
spell check and refer to the following table:

Bloodstone Results

1 The mists clear, showing the Bloodstone’s user. An


unknown enemy is watching them and knows their exact
location!

2-11 Failure. The mists refuse to clear. The Bloodstone is inert


and cannot be used until the next sunrise.

12-13 For a minute, the Bloodstone shows the world through the
eyes of the target. The image is too blurry to read words
or spot other minute details, but the user can get a general
idea of what’s happening.

14-17 For 5 minutes, the Bloodstone shows the world through


the eyes of the target. The user can spot small details that
can give them a general idea of the target’s location and
what it is doing.

18-19 For 10 minutes, the Bloodstone shows the world through


the eyes of the target. The user can spot small details that
can give them a general idea of the target’s location and
what it is doing. Additionally, the user can read anything
the target is looking directly at.

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20-23 For 30 minutes, the Bloodstone shows the world through
the eyes of the target. The user can spot small details that
give them a good idea of the target’s location—as long as
they’ve been there before—and what it is doing. Addi-
tionally, the user can read anything the target is looking
at, sense the target’s current emotions, and hear nearby
sounds.

24-27 For an hour, the Bloodstone shows the target and its im-
mediate surroundings (up to a 10 ft radius) clearly enough
that the user can confidently determine the target’s general
location—as long as they’ve been there before—and what
it is doing. Additionally, the user can read anything near
the target, sense the target’s current emotions, and hear
nearby sounds.

28-29 For 2 hours, the Bloodstone shows the target and its
immediate surroundings (up to a 10 ft radius) clearly
enough that the user can determine its location and what
it is doing. Additionally, the user can read anything near
the target and sense the target’s emotions or one surface
thought. The user can also hear nearby sounds.

30-31 For 6 hours, the Bloodstone shows the target and its
surroundings (up to a 15 ft radius) clearly enough to
determine its location and what it is doing. Additionally,
the user can read anything near the target and sense the
target’s emotions or one deep thought. The user can also
clearly hear nearby sounds.

32+ Until the next sunrise, the Bloodstone shows the target
and their complete surroundings (for example, an entire
building if inside). The image is clear and crisp, allowing
the user to easily spot landmarks that can help them dis-
cern the target’s exact location, even if they’ve never been
there before. The user can clearly read anything around
the target. The user can sense the target’s emotions, as
well as reading its deepest, darkest secrets. The user can
easily follow any conversation happening near the target.

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The Head of Aharise

by Michael Harrington

Artwork by Bobby Jackson

Through countless ages, those who would seek power and riches
have sought the living but not living head of Aharise Sorceress
Queen of the Fallen Realm of Enor. To them all, the Head of Aharise
proved to be their undoing. Despite their universal doom, the Head
of Aharise remains an object of aspiration for those foolish enough
to think they can wrest control of it.

Tales recorded by mad scribes say the wizened head can be found
bound in mystical iron bands inside a black lacquered and brass
inlaid box, surfacing time and time again in market places of the
bizarre and in the treasure vaults of damned kingdoms. There the
Head waits patiently, as it has for ages, for its next owner. And to be
free.

Opening the Box


The box looks to be nothing more than a small, intricately lacquered
square container made of black wood inlaid with intricate designs
of brass. When the designs on the box are touched, they move as if
they are made of clockwork gears.

Any PC who attempts to open the box with a Personality score of


less than 13 will become enslaved unless they make a DC 20 Will
save. (see description below).

PCs who attempt to open the box with a 13 or higher Personality


must make a DC 13 Will save. If the PC succeeds they will in-
tuitively know the pattern to open the box. As a PC touches the
patterns in the correct way, the patterns shift and move and the
box transforms enlarging and rearranging itself until the box is an
approximately 12’x12’x12’ cube. If the PC fails the save they are
enslaved as above.

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When the box finally becomes the 12’x12’x12’ cube a pair of doors
appear on one side of the cube and slide open revealing the wizened
head.

The Head
When the doors of the box open to a new owner, the head appears
wizened with wisps of gray hair, bound in thick iron bands on which
are engraved strange curving glyphs of some unknown language
that seem to squirm like worms when examined closely. Thick iron
nails protrude from all around the head.ts mouth is sewn shut.
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Shortly after the box is opened, the head’s snakelike eyes snap open
and glare at the feckless opener. If the opener is enslaved, then the
Judge should take the appropriate action with the PC, such as having
the player surrender the PC to become an NPC or allowing the play-
er to roleplay using the enslavement section below as a guide.

If the PC is not enslaved, they will hear the head whisper in their
mind the ritual that is needed to bond the head to them. This ritual
will take 1 day and involves allowing the head to drink some of the
PC’s blood. Thereafter the PC can use the head’s powers.

Once the ritual is complete the head will take a more youthful
appearance, its flesh filling out and becoming seemingly supple and
youthful.

Enslavement
Characters that fail their will save when initially opening the box
and viewing the Head, or through use of the boons of the Head,
become enslaved.

Enslaved characters desire to possess the head above all others -


they will kill to possess it. Characters will not willingly stop using
or allow others to use the box - dying to keep others at bay.

Characters will obey the head in all things - feeding it blood to


strengthening it to achieve its true goal - uniting itself with its body
on in the dark tower of Myrdin located in Fallen Enor, believing this
goal to be theirs and that they are working toward absolute power.

Obviously, judges will have control over the PC at this point -


but there is one final hope for the character. The use of powerful
magicks or divine intervention can break the enslavement.

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Magical Boons
The head has several magical powers that may be used. Each time
that a PC invokes the powers of the head, a DC 15 Will Save must
be made or the PC will lose one permanent point of Personality.
This Personality loss is the gradual loss of the user’s will and mind
to the Head (see Aharise’s Love).

If a PC is reduced to 0 Personality points, they become enslaved to


the head.

A boon is invoked by feeding human or demi-human blood to the


head. The amount of blood required is equal to 1d3 hp of damage
(roll for each boon). Some boons can be Spellburned to increase
their efficacy (see Spellburn for effects).

Scry (can be used unlimited times per day)

A PC may use the head to scry people and places by biting their lip
to draw blood, kissing the head and staring deep into its eyes. The
scry power works as per the highest-level spell roll of Wizard Sense
in the DCC RPG rulebook. When scrying the user can automatical-
ly understand the language of the spied upon creature or person. The
user will also be able to read languages that someone being spied
upon is reading.

Judges can use the Wizard Sense manifestations in the DCC RPG
rulebook or create their own.

Prophesy (can be used once per day)

A PC can ask the head one question about the future. The answer
will be enigmatic but truthful. Judges should determine how much
detail to reveal.

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Spells (can be used once per day)

The following spells are cast on behalf of the user as a fifth level
caster. They function as the listed spell, with the user rolling for
spell effects and subject to misfire and corruption as per the DCC
RPG rulebook.

In addition, a user can Spellburn to increase the spell effect roll.

1. Demon Summoning
2, Animate Dead
3. Lockerman’s Unerring Hound
4. Vermin Blight

Aharise’s Love
The use of the head produces a rush of euphoria in the PC using it.
Like a drug addiction, long term or frequent use of the head incurs a
cumulative Will Save penalty.

Each time one of the boons of the head is used, the PC must make a
DC 15 Will Save or permanently lose a point of Personality. If spell-
burn is used to enhance a power and the character fails their will
save, the PC will lose an additional 1d3 points of Personality.

As the character loses Personality, they become more and more


obsessed with the head, not letting it out of their sight or possession,
sleeping with it, whispering to it etc.

This will eventually result in enslavement if the character continues


to use the head and slowly and loses points of Personality.

When a character’s Personality drops below 13, roll 1d4 and consult
the following table each time the head is used.

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1d4 Effect
1 The user immediately seeks to use another boon of the head,
thereby triggering another Will Save. This could lead the
character into a spiral leading into eventual enslavement.
2 The user must immediately make another DC 14 Will Save
or permanently lose a point of Intelligence. A character
reduced to 0 intelligence goes mad and is enslaved.
3 The user must make a DC 14 Will Save or gain a taint (see
The Taint of Aharise).
4 The user must make a DC 15 Stamina Save or pass out for
1d4 rounds. Upon awakening, the user must make a DC 12
Will Save or immediately attempt to use the head again.

Taint of Aharise
When user of the head indicates that a PC should take taint, roll 1d4
and consult the below table. When a user has received all four taints
there is no need to roll anymore if taint is indicated. Instead, if the
character is still alive, use the minor corruption table in the DCC
RPG rulebook.

1. The user is compelled to daily engage in frenzied behavior, such


as binge drinking or gluttonous eating. If the user does not en-
gage this behavior within one day, there is a cumulative 1-point
loss of Stamina until this need is satisfied. In addition, the user
loses one permanent point of Personality.

2. The user is compelled to drink or bathe in humanoid blood


daily. If the user does not engage this behavior within one day,
there is a cumulative 1-point loss of Stamina until this need
is satisfied. In addition, the user loses one permanent point of
Personality due to the vile behavior.

3. The user is compelled to mutilate their body daily. They must


daily cause 1d4 in damage to their body or lose a cumulative
1 temporary point of Stamina until this need is satisfied. In
addition, the user loses one permanent point of Personality due
to scarring.

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4. The user becomes obsessed with torture, deriving an unnatural
pleasure from it. To satisfy this obsession, the user must torture,
kill or cause extreme pain to another creature daily or lose a
cumulative 1 temporary point of Stamina until this need is satis-
fied. The user loses one of permanent Personality.

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Five Antediluvian Artefacts

by Ari-Matti Piippo

Artwork by Joni Kesti

Below are described five antediluvian artefacts of strange


provenance, along with rules for both DCC and MCC. Their
background is set in the forgotten past, and as such integrating them
into either system should be easy enough.

THE VESPIDAR BRACE


”Clearly of biological origin, this odd chitinous object is shaped
vaguely like a bracer covered in strange knobbly protrusions and
ending in an elongated spike. Both the spike and the inside of the
bracer-object are covered in sickly-hued crystalline formations,
which awaken and become vaguely luminous when the object is
worn by a sentient being.”

Description

Originally designed for the alien physique of the antediluvian


wasp-men, of whom barely any mark remains upon the face of
the known world, the Vespidar Brace is a tool for controlling and
managing unruly slaves. The unnamed empire of the forgotten
wasp-creatures was largely built on the slave labour of other sentient
races; the most advanced of which were well capable of rebellion
and resistance against their insectoid masters. The inhuman design
of the Vespidar Brace speaks of this history. The weapon is ill-suited
for use by mammalian arms as it was originally created for use
with the arthropod forelimbs of the wasp-men. Despite its bulky
and incompatible design, the weapon can be utilized by non-insect
wielders as well, although with often painful consequences. The
weapon draws its power from the life-force of its wielder, which
was not an issue for the rapid regenerative qualities of its inventors
but may pose a challenge to differently evolved wielders.

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Abilities

The Vespidar Brace has the following effects and utilities.


When initially equipped, the Vespidar Brace binds with its user,
locking on to their arm painfully and extending biofilaments into
their muscles. Removing it causes 1d8 points of both hit point
and STA damage as the tendrils are ripped out, or requires that a
successful Remove curse spell be cast on the wielder.

Once bound with the Brace, the user becomes instinctually aware
of its abilities, and can use it as if it was a part of their body, rolling
all attack rolls with it on their usual action die and missile attack
bonuses. The Vespidar Brace causes 1d5 energy damage on a
successful hit, and forces the target to roll a Fort save against the
attack roll.

The first failed save causes confusion and pacification, reducing


the target’s action dice by -1d and causing all saving throws against
mental effects and spells affecting the mind to automatically fail.
A second failed save causes the target to become paralyzed. The
paralysis lasts until they succeed on a Will save against the attack
roll result. Finally, a third failed Fort save causes the target to
suffer from a compliance lobotomy: the target’s Intelligence score
is immediately reduced to 1; such targets are extremely simple as
reflected by their attribute score, but perfectly compliant towards
those wielding the Vespidar Brace.

There is a downside however: each attack attempt made with the


Vespidar Brace causes 1d3 points of hit point damage to its user,
regardless of whether the attack hits.

MCC addendum: As the item is barely recognizable as weapon,


treat the Vespidar Brace as a Tech level 5 weapon with a Complexity
modifier 3. The weapon has a range of 40’, requires line of sight
and cannot pass through force fields. It is powered by the user’s life
force, as described above.

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THE ZORTEEN NEUROZYGOTE

”Delvers of forgotten ruins sometimes discover ancient vials


of excellent artifice, which appear to contain floating spores or
particles, which glow and become excited when the vial is disturbed.
When opened these particles disperse and disappear, although some
who have encountered such objects claim to have become far more
dextrous and fortunate after such occurrence.”

Description

A Zorteen Neurozygote is the last remnant of an ancient


interdimensional invasion fleet and consists of microscopic
dropships containing a meme-like parasite from a conceptual
dimension not far from our own. The dropships are essentially
sarcoforming vessels sent to our reality ages ago to transform its
sapient dwellers to resemble the inhabitants of that strange land.

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Abilities

The Zorteen Neurozygote functions in the following fashion.


When found, the zygote-swarm is inert within an imprisonment
container fashioned by the ancient. It becomes animate should the
vessel be disturbed, but will only infect nearby sentient creatures if
the vessel is opened or broken. A liberated Neurozygote chooses its
host semi-randomly, based on a Luck check: all sapient creatures
near the zygote-swarm should roll Luck checks, and the highest
roller is infected, with the caveat that only Luck checks of 5 or more
are counted for this purpose.

Once the Zorteen Neurozygote has picked a host, it begins to


sarcoform its vessel. The initial stage begins immediately, making
the carrier ambidextrous (allowing them to dual wield weapons
with only a -1d on their attack rolls, among other situational
benefits the Judge may see fit to apply). The second stage takes
effect once the host has proved themselves to be capable of survival
and happens at a juncture chosen by the Judge. After the character
has survived a suitable crisis-moment, they gain the ability to
regenerate their Luck at a rate of 1 point per day (or 1 point more
that they would otherwise) and can share their Luck with other
characters at a 1-to-2 basis. After this the sarcoforming proceeds
to the tertiary stage: the character starts to become smaller and
begins to take on childlike features appropriate to their species. The
tertiary stage is additionally marked by increased evasiveness and
desire for a comfortable, hidden life (ultimately, the effects of this
transformation are left up to the Judge’s discretion and may include
changes to the carrier’s attribute scores or demeanor).

Finally, should a Zorteen Neurozygote choose a halfling as a host, it


immediately recognizes the effects of previous sarcoforming efforts
on the shell, and proceeds to the pre-programmed tertiary stage.
The halfling starts to become pale and skinny, and its eyes become
pronouncedly black and almond shaped. The character must transfer
points equal to twice their character level from each of their physical
attribute scores to their INT, PER and LCK (this effect increases
upon level up so that an additional point is transferred upon each
level up). Should this effect reduce any of the character’s attributes
to 0, then the sarcoforming is unsuccessful, and the subject perishes.

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MCC addendum: The Neurozygote functions as above. Should
it choose a pure strain human as a host, it will proceed to the
quaternary stage usually restricted to halfing hosts once the primary,
secondary and tertiary stages of sarcoforming have been completed.
Item has no tech statsas activating it simply requires one to break
the vessel.

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THE GOLDEN NOSE
”A legendary artefact of obvious arcane craftsmanship, this gilded
prosthetic proboscis is said to have been a gift to a great mountain
king from a clan long since disappeared from the face of this plane.
The Golden Nose is rumoured to give its wearer transcendent senses
and a preternatural ability to sniff out secrets, lies and magic.”

Description

The Golden Nose is just that, a golden nose of dwarven proportions.


It is an arcanotech artefact created by a clan of dwarves which left
the surface of this plane to travel the stars within their mountain
vessel. It represents the clans first foray into nasalogic implantation,
a science lost to this world as its architect reached for the pit of the
sky above.

Abilities

As a nasalogic implant prototype the Golden Nose has the following


utilities. Applying the implant requires the user to wear it upon
their nose. The implant system included within is rudimentary but
automated, causing 1d5 points of permanent Personality reduction
when applied, and requiring a Remove Curse spell or the removal
of the nose to unattach from the recipient. Note that removing the
implant still leaves the wearer’s nose a ribboned, bloody mess and
further magic may be required to restore their former appearance.

When a non-dwarf wears the nose, they gain a similar ability to the
fabled dwarven sense of smell: they can sniff out concentrations of
valuables such as precious metals and jewelry up to a range of 150’,
with a reduced range of 50’ for smaller concentrations down to a
single coin.

When worn by a dwarf, the implant unlocks its full potential: the
dwarven wearer doubles the range of their innate olfactory sense,
can now pinpoint magic as well as valuables, and gains the ability to
sniff out deception unless the liar rolls a successful DC 25 Will save.

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MCC ADDENDUM: The artefact functions as above, with a Tech
level 4 and a Complexity modifier 4. Additionally, artefact grants the
wearer +10 on mutation check rolls for Extra senses and Empathy.

THE BOREAL HYPERCUBE

”Arcanists and those dealing in the business of the impossible value


these rare crystalline cubes above all else. The chip-like, cubical
crystals within are said to be capable of modifying the strands of
probability. However,strange misfortune seems to follow those who
would abuse the power held within.”

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Description

The Boreal Hypercube is a rare remnant of the ancient culture of


Hyperborea. The sorcerer-kings of that vaunted kingdom harnessed
the power of eldritch probabilities and numerical sciences from
beyond to stave off the Doom threatening their civilization. The
crystalline cubes were a tool for this meddling with the real, and can
be used to great effect by those in the know.

Abilities

The Boreal Hypercube has the following utilities to those willing to


toy with fate.
The Boreal Hypercube may be invoked in one of two ways.
Primarily, the user may utilize its reality-altering mathomancy to
cause any roll they make to become a success at the lowest possible
result. Alternately, a user may apply the Hypercube’s power to
amplify their own fortune, causing a point of Luck spent to count as
+10 for one roll. This effect can only be used once per roll and does
not compound with a Luck die or any other Luck multiplier effect.

After the cube is used, the user gains a doom point. A doom point
may be used at any time by the Judge to cause any roll made by the
user to become a fumble as the Doom of Hyperborea follows their
deeds.

Additionally, the Three Fates and other deities and patrons fond
of the rightful execution of the skein of fate will harbour ill will
towards the user. This may have unprecedented repercussions
ultimately left to the Judge’s discretion.

MCC ADDENDUM: Artefact functions as above, but is also


integrally connected to an ancient proto-AI, which may represent
one of the patron AIs described in the rulebook, or be its own entity
entirely; this is left to the Judge’s discretion. The item has a Tech
level 5 and a Complexity modifier 8.

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THE NEARTANE SUIT
”A strange half-suit of armor crafted from what appears to be black,
glistening rock and carved with sleek, spiraling sigils of forgotten
meaning. Oddly, there are no eye holes or straps to wear the item,
and it seems that any protection the suit might offer is limited to the
frontside of its wearer.”

Description

In the distant past of the elven kingdoms, a tribe of usurpers rose


against the King, bringing war and destruction from their cold
abodes in the north. For their transgressions, they were cast down
and cursed and the shape of their crimes expunged from the annals
of the elves. In fact, even their own memory was altered to hide
their atrocities and these suits of armor are the only thing that hints
at the horrible magics of the past. Each Neartane Suit is powered
by the souls of 64 different types of fae bound into it at the time of
creation. The suit itself is crafted from black obsidian which feels
freezing to the touch. The sentient piece of equipment thrums at the
touch of living flesh, and will eagerly encompass anyone willing to
fit it upon their person.

Abilities

The Neartane Suit expands to encompass its wearer, seemingly


growing to fit around their body. It feeds its wearer’s senses with
environmental cues — essentially, anything the wearer sees, hears,
smells and so on is filtered through the exo-suits sensory magics.
As such, it grants the wearer a bonus of up to +10 to all saves as
it can filter out unwanted effects and magics to some extent. The
suit grants its wearer an armor class of 10 and can provide assisted
targeting to both melee and ranged attacks up to a to-hit bonus of
+5. The suit communicates with its wearer through speech, but
will attempt to hide its true nature as long as possible, often telling
contradictory lies depending on which of the 64 fae is interviewed at
any given time.

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The downside of all this is that the suits abilities are powered by 64
fae souls, all of which have been driven insane by their aeon long
imprisonment within the exo-suit. Whenever there is a stressful
situation or an opportunity for mischief, the suits spirits will
either mislead or force the wearer towards their death. The souls
can reduce the wearer’s statistics whenever they please with the
same range as they may increase them, causing up to a -10 to the
character’s AC, up to a -10 penalty to any of their saves, and an
up to a -5 penalty to any physical action. The suit usually bides its
time until its wearer is in danger, and then unleashes its maleficent
mischief without warning.

Should the suit be worn by an elven character they may be able to


tame its demons, either through very difficult Ego checks (DC 32)
or by promising the imprisoned fae their liberty, which requires
undertaking a dangerous quest of the Judge’s devising.

MCC ADDENDUM: The 64 techno-demons imprisoned within the


suit may claim to be whatever they choose, but the functionality
of the armor remains the same. Treat the item as Tech level 5,
Complexity modifier 2, as it desires to be worn, and is willing to aid
the user. The object requires no power, has 80 hit points and cannot
be repaired if broken.

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GFA 2019 Volume 10 Credits

Authors
SGT Dave, Michael Flaherty, Michael Harrington, Nick Labonté,
Ari-Matti Piippo, Ian Zebarah Shears, and Zach Starkey

Illustrators & Cartographers


Shawn Brewer, SGT Dave, Dan Domme, Bobby Jackson, Joni
Kesti, Colin Mills, and Clayton Williams

2019 GFA Credits


Cover Art Title Page Art
Doug Kovacs Marc Radle

Editors & Proofreaders


Jose Luiz Cardoso, Jim Cox, Marc Elsenheimer, Klint Finley, Cory
Gahsman, Michael Harrington, Tony Hogard, Claytonion JP, Eliz-
abeth Levy, Shane Liebling, Collen McDonald, Russell Mirabelli,
Jason Morgan, Keith Nelson, Marcie Riebe, Jeff Scifert, Ian Zebarah
Shears, Tim Snider, Dan Steeby, Shyloh Wideman, Chris Zank

Printing Offset Contributors


Jason Abdin, David Baity, Julian Bernick, Eric Betts, Daniel Bishop,
CeCelia Bowden, Jen & Bob Brinkman, Marc Bruner, Todd Bunn, Ian
Burgess, Michael Carlson, Justin Choponis, Ariel Churi, Charles Couch,
Jim Cox, Hector Cruz, Thierry De Gagne, Sean Duffy, Mirko Froehlich,
Fuzzbang and Hootz, Keith Garrett, Garry M Gullett, Paul Gyugyi,
Michael Harrington, James Hogard, Anne Hunter, Justin Isaac, Christopher
Jeffers, Jim Kitchen, Lucas Kuntz, Christopher Lauricella, The Long
Con RPG Convention, David Maltbie, Jon Marr, Juergen Mayer, Cullen
McDonald, Ken McLennan, Jason Menard, Ruxed LLC, Ryan Moore,
Keith Nelson, Nicolai Rerup Nielsen, Christian Ovsenik, Matthew Seagle,
James Skach, Tim Snider, Jonathan Snodgrass, Dan Steeby, Matt Sutton,
Aaron Talley, Karen Theroux, Matt Towle, Joan K Troyer, Melissa &
Shyloh Wideman, Laura & Clayton Williams, Jon Wilson, David York,
Chris Zank, and the anonymous patrons of the GFA community

Creative Vision, Project Management & Layout


Jon Hershberger, Doug Kovacs, Dan Steeby, Harley Stroh, Shyloh
Wideman, Clayton Williams, Jon Wilson

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Drunken DM (Order #38728383)

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